Commando Archive

Thread: THIS HEAVY ACID RIFLE FIX IS THE WEAKEST CRAP I HAVE EVER SEEN FROM SOE!

Syraxen
Wed Mar 17, 2004 5:46 am
#27

I dont understand why we cant have an acid dot attached to it, seems pretty simple to add to me.



Syraxen Master Rifleman, Master Swordsman+ Arlania Master Armorsmith, Master Doctor
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Wolfmann31
Wed Mar 17, 2004 9:20 am
#28






Raptor2k1 wrote:


"We have a very few of the "old guard"...Those who survived as commandos before the first fix...


We have a few of the "veteran guard"..Those who were or went on their way when the first fix came."


So what does that make you if you started trying to become a commando before the first fix, but you didn't achieve novice until afterwards?








Old Veteran Guard. Same as me...


If I had known back then, what I know now..I would never have left my "soldier build"....Squadleading Carbine gimp junkie....But back then, I found Commando the next step up..From a regular grunt to special forces..........I should have gone snipin instead..heh






RK-31
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4thewookie
Wed Mar 17, 2004 2:16 pm
#29

At first i was ok with the fix. I thought that , hey it takes awhile to design a new weaponso why not just fix what we have. Then i saw that this weapon sucks, really bad. And i noticed that it doesn'ttakea long time tomake a new weapon, the riflemen have recieved 2 new rifles in the past couple weeks. That is crazy. Come on we need some help.



Show the Wookiee's LOVE.........
La-grange
Wed Mar 17, 2004 8:01 pm
#30

Thank god I was a carbineer before a commando. I know the importance of ham conservation. LOL. Touching off the heavy acid rifle isn't nearly as bad. But I have to agree with those who argue about the specials.

To me it looks like someone was running short on time and did a little cut and paste with the specials. And Im pretty sure that they were in such a hurry that they got the stats of the weapons mixed up and the FT ended up with the stats that the HAR was supposed to have. However in typical SOE fashion they aren't going to go back on it cause they would have to admit that they made a mistake.

Im being a little sarcastic. But compair the two weapons and my little trip into dementia makes sense.

But Im happy that they got the mods to stack. Yes the HAR is useless because of the stats. But it is useable if your carefull about it.



"Bet I can kill me before you can kill me."
Elder Carbineer and other stuff
`:_-|-_ Here lies S.W.G. R.I.P November 15, 2005
Raptor2k1
Wed Mar 17, 2004 10:50 pm
#31

The fact still remains though: I out-damage it by far with a normal DX2 pistol.



Kyeran Halkyon

Master Gunfighter and Demolitionist of the Old Republic Navy
SWG Commando Forum


Raanan
Thu Mar 18, 2004 12:10 am
#32

The har special animations were always agreen clone of the flamer animations. The only animation change was with the normal shot. Before the patch, it had no animation just a cheeseball soundeffect (the one you hear when an animal spits). Now you get a cheeseball green glob. Woo...


It never was a spectacular change. If you're pissed and surprised about it, guess you should have gotten off your lazy ass and informed yourself as to what was going to happen. Rude statement I know but I find it particularly aggrevating when someone raises a rucous AFTER effects when the effects were easily known before hand. Raise a rucous when it matters or your just an annoying blowhard.




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ZeroDog
Thu Mar 18, 2004 6:16 am
#33

I am only Commando 3344 atm, but getting there.


I am also Carbineer 2403 atm.


The HAR is too slow. I am better off with my DXR6 acid carbine.


Even the specials on the HAR are useless, because by the time i recover from 'AcidSingle2', i could have shot 'Crippling Shot' twice, maybe 3 times, doing far more damage. Plus he DXR6 has some AP.


The HAR needs a revamp, pronto.


I think the reason it gets ignored is because it has high damage on default fire mode. i.e. you do more damage than a T-21 on default fire mode.


This is a blinkered view of the weapon as this higher damage only applies to NPC and creatures that are vulnerable to Acid and/or have no armour rating, and that the specials of the HAR are too slow to recover from. So any other ranged proff can hit with their big damage specials more often, doing more damage than a Heavy Acid Rifle special.


As for the new firing graphic, sheesh. I was hoping for a unique sound, and to see 4 acid bolts come out of the slots in the barrel, not a green ball that comes out of that pinhole in the centre.



But TKM will prolly get resist to force powers before Commando gets anything else.


Xenothaulus
Thu Mar 18, 2004 1:03 pm
#34

I'm not really upset about it, because anything is better than the way it looked and sounded before. (Also, I mentioned several times that I'd be happy if they just gave it the flamethrower effects but made them green. THEY LISTENED TO ME OMFG.) As for the the mod fixes, yes, I have noticed them a lot. (Geonosians are vulnerable to acid. I'm a hero for my guild now, as I can slap them for up to 6k damage in one hit with the HAR, and I let our master rifleman borrow my dxr-6b. )

I'd like commandos to have some sort of armour-piercing that can be used indoors. In all honesty, do that and fix the blast radius/ideal range issue with grenades, and I'd be very happy.

(Also, my HAR was damage sliced to 464-998. Still has 5.8 speed. )



Xenothaulus Questor
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Moparz
Thu Mar 18, 2004 1:25 pm
#35

I decided to use my HAR today. I figured they said they were fixing it. Only thing I can think of is they should change the name to match the new graphics and damage capabilities.


pea-shooter






Drifter
La-grange
Thu Mar 18, 2004 2:20 pm
#36



Raptor2k1 wrote:
The fact still remains though: I out-damage it by far with a normal DX2 pistol.





Dude. I used to be able to out damage it with my DXR6's. I also have a couple of DX2's I could fall back on as well.



"Bet I can kill me before you can kill me."
Elder Carbineer and other stuff
`:_-|-_ Here lies S.W.G. R.I.P November 15, 2005
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